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2 yr. ago

  • You have to take stock of your goals for the evening. E.g., does the game need to wrap up at a certain time?

    I'm someone who doesn't mind playing a game for literal days. However, if you need the game to end at a certain time, then that means there's an implicit time-limit on play. That, to me, strongly suggests you want to keep the timer in play.

    I would make the decision up front that the timer will be in play and decide for yourself what a maximum timer duration could be for your time requirements. Then, I'd announce it to the group ahead of time and allow the group to discuss what a reasonable timer duration should be.

    As an aside, time limits like these are often not arbitrary and are part of the rules for game or experience reasons. Bullet is supposed to invoke similar feelings to a bullet-hell shooter. Removing the time limit, to me, seems like just choosing to play an entirely different game. A significant part of the game is being able to make decisions while under the stress of a time limit.

    Similarly, I view the timer in Cosmic as intentional. The original Eon edition called the cards "Compromise" cards. I believe the intention was to force a compromise (as in, neither player necessarily gets an optimal outcome) I think it hurts the game to allow players to be able to entirely analyze the situation in order to make an objectively optimal decision.

  • Price per unit time suggests that the only value of a game is in how much time it consumes.

    The value calculus is going to be different for everyone but for me, I tend to look for:

    • A game which is a game first and foremost rather than an entertainment experience. That is to say: something that demands decision making of me in which I can either increase or decrease the payoffs of those decisions. Games which focus heavily on cinematic scenes, heavy QTEs, or long dialogs disinterest me.
    • I am often willing to take a punt on a game that tries to do something creative and interesting.
    • I tend to not like games that demand a high degree of memorization and/or dexterity.
    • Games which perform well. A recent example of a regretful purchase I made was with Shin Megami Tensei V. I adore the series but the framerate on the Switch really brought my experience down to a level where I just didn't want to play anymore.

    The weights of these things will change from game to game and other elements may enter or exit the equation from time to time, of course.

  • I'm not sure how ad blocking is going to work once more and more ads are delivered via the domains you don't want to block.

  • Most jobs in the game industry are employment, not contracts.

  • I recoiled when I read, "my dad actually owned a PS2 when I was born." Oh time, you cruel beast.

  • People have different preferences but generally, "up" is the thumb button.

  • There's an "up" button as well.

    It's basically just an arcade stick where you replace the lever with buttons.

  • I have the original and I think it's delightful. Everything looks exactly like an old timey fast food menu.

  • The machine can be identified via a GUID or hash without leaving anything behind.

  • I guess good luck to the mid-size developers who take service deals, then.

  • In addition to the mentioned Godot, Monogame is available as well.

  • The article quotes Todd Howard as saying a design goal was providing the player with a feeling of being an explorer.

  • Yeah, I'm rather bored with the wide-but-shallow approach Bethesda games take. Tons of geography with maybe 20% filled with things of consequence. I am uninterested in collecting 42,000 wheels of cheese or finding some random space hobo on a planet.

  • Well, except for the fact that all four PS3 AC games are listed as "Ingame" on the RPCS3 compatability list.

  • Wireless. While players should be unpairing any controllers prior to their matches, sometimes they don't and a third party can wirelessly interfere (intentionally or not) with a match.